The ANGELINA Videogame Design System—Part I

Michael Cook, S. Colton, J. Gow
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引用次数: 52

Abstract

Automatically generating content for videogames has long been a staple of game development and the focus of much successful research. Such forays into content generation usually concern themselves with producing a specific game component, such as a level design. This has proven a rich and challenging area of research, but in focusing on creating separate parts of a larger game, we miss out on the most challenging and interesting aspects of game development. By expanding our scope to the automated design of entire games, we can investigate the relationship between the different creative tasks undertaken in game development, tackle the higher level creative challenges of game design, and ultimately build systems capable of much greater novelty, surprise, and quality in their output. This paper, the first in a series of two, describes two case studies in automating game design, proposing cooperative coevolution as a useful technique to use within systems that automate this process. We show how this technique allows essentially separate content generators to produce content that complements each other. We also describe systems that have used this to design games with subtle emergent effects. After introducing the technique and its technical basis in this paper, in the second paper in the series we discuss higher level issues in automated game design, such as potential overlap with computational creativity and the issue of evaluation.
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安吉丽娜电子游戏设计系统——上
自动生成视频游戏内容一直是游戏开发的主要内容,也是许多成功研究的焦点。这种对内容生成的尝试通常涉及制作特定的游戏组件,例如关卡设计。事实证明,这是一个丰富而富有挑战性的研究领域,但在专注于创建更大游戏的独立部分时,我们错过了游戏开发中最具挑战性和最有趣的方面。通过将我们的范围扩大到整个游戏的自动化设计,我们可以调查游戏开发中不同创意任务之间的关系,应对游戏设计中更高级别的创意挑战,并最终构建出能够在输出中获得更大新颖性、惊喜性和质量的系统。本文是两篇系列文章中的第一篇,描述了游戏设计自动化的两个案例研究,提出合作协同进化是一种有用的技术,可以在自动化这一过程的系统中使用。我们展示了这种技术如何允许本质上独立的内容生成器生成相互补充的内容。我们还描述了使用这种方法设计具有微妙突发效果的游戏的系统。在本文中介绍了该技术及其技术基础后,在本系列的第二篇论文中,我们讨论了自动化游戏设计中更高级别的问题,例如与计算创造力的潜在重叠和评估问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
IEEE Transactions on Computational Intelligence and AI in Games
IEEE Transactions on Computational Intelligence and AI in Games COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
4.60
自引率
0.00%
发文量
0
审稿时长
>12 weeks
期刊介绍: Cessation. The IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG) publishes archival journal quality original papers in computational intelligence and related areas in artificial intelligence applied to games, including but not limited to videogames, mathematical games, human–computer interactions in games, and games involving physical objects. Emphasis is placed on the use of these methods to improve performance in and understanding of the dynamics of games, as well as gaining insight into the properties of the methods as applied to games. It also includes using games as a platform for building intelligent embedded agents for the real world. Papers connecting games to all areas of computational intelligence and traditional AI are considered.
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